import {document,window,requestAnimationFrame,cancelAnimationFrame,Event,core,performance} from 'dhtml-weixin';
import * as THREE from '../three/Three.js';

import Stats from './jsm/libs/stats.module.js';
import { GUI } from './jsm/libs/lil-gui.module.min.js';

import { CinematicCamera } from './jsm/cameras/CinematicCamera.js';
var requestId
Page({
    onUnload() {
		cancelAnimationFrame(requestId, this.canvas)
this.worker && this.worker.terminate()
		setTimeout(() => {
			if (this.renderer instanceof THREE.WebGLRenderer) {
				this.renderer.dispose()
				this.renderer.forceContextLoss()
				this.renderer.context = null
				this.renderer.domElement = null
				this.renderer = null
			}
		}, 0)
	},
         webgl_touch(e) {
        const web_e = Event.fix(e)
        //window.dispatchEvent(web_e)
        //document.dispatchEvent(web_e)
        this.canvas.dispatchEvent(web_e)
    },
async onLoad() {
        const canvas3d = this.canvas =await document.createElementAsync("canvas","webgl")
var that = this
   
        let camera, scene, raycaster, renderer, stats;

        const mouse = new THREE.Vector2();
        let INTERSECTED;
        const radius = 100;
        let theta = 0;

        init();
        animate();

        function init() {

            camera = new CinematicCamera( 60, window.innerWidth / window.innerHeight, 1, 1000 );
            camera.setLens( 5 );
            camera.position.set( 2, 1, 500 );

            scene = new THREE.Scene();
            scene.background = new THREE.Color( 0xf0f0f0 );

            scene.add( new THREE.AmbientLight( 0xffffff, 0.3 ) );

            const light = new THREE.DirectionalLight( 0xffffff, 0.35 );
            light.position.set( 1, 1, 1 ).normalize();
            scene.add( light );

            const geometry = new THREE.BoxGeometry( 20, 20, 20 );

            for ( let i = 0; i < 1500; i ++ ) {

                const object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } ) );

                object.position.x = Math.random() * 800 - 400;
                object.position.y = Math.random() * 800 - 400;
                object.position.z = Math.random() * 800 - 400;

                scene.add( object );

            }

            raycaster = new THREE.Raycaster();

            renderer = that.renderer = new THREE.WebGLRenderer( { canvas:canvas3d,antialias: true } );
            renderer.setPixelRatio( window.devicePixelRatio );
            renderer.setSize( window.innerWidth, window.innerHeight );
            document.body.appendChild( renderer.domElement );

            stats = new Stats();
            document.body.appendChild( stats.dom );

            document.addEventListener( 'mousemove', onDocumentMouseMove );

            window.addEventListener( 'resize', onWindowResize );

            const effectController = {

                focalLength: 15,
                // jsDepthCalculation: true,
                // shaderFocus: false,
                //
                fstop: 2.8,
                // maxblur: 1.0,
                //
                showFocus: false,
                focalDepth: 3,
                // manualdof: false,
                // vignetting: false,
                // depthblur: false,
                //
                // threshold: 0.5,
                // gain: 2.0,
                // bias: 0.5,
                // fringe: 0.7,
                //
                // focalLength: 35,
                // noise: true,
                // pentagon: false,
                //
                // dithering: 0.0001

            };

            const matChanger = function ( ) {

                for ( const e in effectController ) {

                    if ( e in camera.postprocessing.bokeh_uniforms ) {

                        camera.postprocessing.bokeh_uniforms[ e ].value = effectController[ e ];

                    }

                }

                camera.postprocessing.bokeh_uniforms[ 'znear' ].value = camera.near;
                camera.postprocessing.bokeh_uniforms[ 'zfar' ].value = camera.far;
                camera.setLens( effectController.focalLength, camera.frameHeight, effectController.fstop, camera.coc );
                effectController[ 'focalDepth' ] = camera.postprocessing.bokeh_uniforms[ 'focalDepth' ].value;

            };

            //

            const gui = new GUI();

            gui.add( effectController, 'focalLength', 1, 135, 0.01 ).onChange( matChanger );
            gui.add( effectController, 'fstop', 1.8, 22, 0.01 ).onChange( matChanger );
            gui.add( effectController, 'focalDepth', 0.1, 100, 0.001 ).onChange( matChanger );
            gui.add( effectController, 'showFocus', true ).onChange( matChanger );

            matChanger();

            window.addEventListener( 'resize', onWindowResize );

        }

        function onWindowResize() {

            camera.aspect = window.innerWidth / window.innerHeight;
            camera.updateProjectionMatrix();

            renderer.setSize( window.innerWidth, window.innerHeight );

        }

        function onDocumentMouseMove( event ) {

            event.preventDefault();

            mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
            mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;

        }

        function animate() {

            requestId = requestAnimationFrame( animate, renderer.domElement );

            render();
         //   //stats.update();

        }


        function render() {

            theta += 0.1;

            camera.position.x = radius * Math.sin( THREE.MathUtils.degToRad( theta ) );
            camera.position.y = radius * Math.sin( THREE.MathUtils.degToRad( theta ) );
            camera.position.z = radius * Math.cos( THREE.MathUtils.degToRad( theta ) );
            camera.lookAt( scene.position );

            camera.updateMatrixWorld();

            // find intersections

            raycaster.setFromCamera( mouse, camera );

            const intersects = raycaster.intersectObjects( scene.children, false );

            if ( intersects.length > 0 ) {

                const targetDistance = intersects[ 0 ].distance;

                camera.focusAt( targetDistance ); // using Cinematic camera focusAt method

                if ( INTERSECTED != intersects[ 0 ].object ) {

                    if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );

                    INTERSECTED = intersects[ 0 ].object;
                    INTERSECTED.currentHex = INTERSECTED.material.emissive.getHex();
                    INTERSECTED.material.emissive.setHex( 0xff0000 );

                }

            } else {

                if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );

                INTERSECTED = null;

            }

            //

            if ( camera.postprocessing.enabled ) {

                camera.renderCinematic( scene, renderer );

            } else {

                scene.overrideMaterial = null;

                renderer.clear();
                renderer.render( scene, camera );

            }

        }

    }
})